RCIV - Pre tournament AI Dev.

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@Fearghal I also Sudjest you join the FAF Promotions Discord as well as that's were I tend to hide out 🙂

"The needs of the many outweigh the needs of the few" - Spock

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I am going to release maps like this As I draw them up and test,
then will put up here 1st for any comments before putting on the Tournament Forum page.
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The settings on the right are the same as last year.
With one difference: AI's will be pre-chosen each game this tourny.
If you would like to see an alternate Faction choice for any reason let me know.
AI factors will be from 1.0 to 1.5.
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The Pink notice in bottom middle chat room area will be a one time reminder in the Tourny lobby.
For the players to reset all options to 'default' each game,
except the RCIV Standard 3 (full share, omni-off, and map markers) and,
any other game specific options that have a pink dot next to them.
Adaptive Dual Italy2.jpg
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If you see any map problems, please let me know.
I am choosing all maps from vault with the 'Ranked' games box checked.
Not sure if that is a 'standard' of sort, as to bug and balance checks.
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Thanks.

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@Fearghal https://discord.gg/Hyr7Bacj A lot of the Ai dev's Live here so feel free to ask them more directly here about stuff 🙂 Also are you in the Promotions discord if so ill get you added to the Tournament discussion chat so we can talk promo material 🙂

"The needs of the many outweigh the needs of the few" - Spock

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Here is map #1 for the RCIV:

01 Ad Tournament Decision1a.jpg
This is the same map used last year for the first game too.
Last year the AI was Uveso-Easy set at 1.8x.
(AI-Uveso-Easy will not be used this year.)

What do you think would be a proper AIx setting using Uveso-Adaptive?
and what AI Faction would be best on this map?

I would like for this AI to Not be able to be rushed and quickly taken out,
or have it be too strong late game. (fine balance)
Last year the AI performed Great.
Only 1 of the 6 AI's were killed in the 3 games that were played.
And it never became too strong.

Would like to have the AI - opposing Human,
use about 1/2 his attention towards AI,
and about 1/2 towards the opposing Human player.

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Map 2 - Adaptive Miridia - Plan on using Rng on most of the 20x20 water maps.

02AdaptiveMiridiaEx.jpg
What do you think is a good multiplier in this island spot?

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If I am not mistaken AIs are not that well versed with naval battles. I'd say it needs to be a bit higher than a multiplier used on a land-based map.

A work of art is never finished, merely abandoned

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@jip
Thanks Jip, true most AI are not very good at Sea Battles yet.......
But RNG is probably the best at sea maneuvers,
and will be used on 'most' of the 20x20 water maps.

Will probably increase this AIx a little after testing it again.

Thanks for the feedback, and I encourage any players who playtest these maps
to also leave their feedback here.
Whether relating to AI strength, map bugs of anything else on their minds.

Thanks

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Map 3 for Tourny
03AdaptiveLonelyIsland.jpg

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Here are maps 4 - 6.
Ice Glizzy, will be using DilliDalli, @1.3x
Big Bang Mountain Fixed Hydro, will be using RNG @1.3x
and Otgreeo, will be using Uveso @1.3x

Matches5-8.jpg

If anyone tests these maps, please report back with any bugs, pathing, or AI strength, or any other concerns, Thanks.

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Here are maps 7 - 9.
5vs5 Tabula Rasa will use Dilli Dalli,
Air Wars 6v6 will use RNG
Adapted Flooded Tabual Rasa will use RNG
Matches9-12.jpg
Please leave any feedback below on map balance or bugs, thanks